Definitely the superior game with the name "Sparkster". The jetpack mechanic is more in line with how it originally worked and the adorable opossum also seems to have gotten his sword slash projectile back for good. There's also some really solid visual FX going on as soon as stage 1 with the reflective water and stones transforming into wolf soldiers.

For the first three quarters, the game also captures a sense of speed quite unlike any other super Nintendo game with how fast you can zip through levels. In addition to the jetpack boost, Sparkster also has a sort of roll dodge which can help players stay airborne even after the boost is over.

There are some caveats though. The back half of the game is kind of bad. Stage 7 kicks off with a semi decent vertical shmup section (remember...it's Konami. Surprisingly there are no fire snakes to contend with) but ends in the worst mech fight out of the entire series. It's an RNG fest through and through...if you don't believe me watch a speedrun. Even they manage to get killed here from time to time and to this day I don't think there's a proper strategy.

Stage 8 isn't as bad, but it does have a lot of slower/pace breaking sections. That big mode 7 missile you have to duck under at the start is pretty cool the first time you see it...but not the tenth. The final boss (at least on normal) also seems to be pretty rng heavy, but at least he won't just spam a bunch of crap that you can barely avoid if at all.

You can only access Stage 9 by playing on hard (kind of an idiotic and pretentious design choice). It's a straight shot followed by an ironically easy "true" final battle, but at least it has an actual pattern.

At the end of the day, neither sequel is really as good as the original game which is lightning in a bottle. Still, if you're willing to forgive that the last couple stages were probably rushed to meet a deadline, there's a great time to be had here.

A great DKC clone with a few ideas of its own such as clinging onto rings and wall jumping. It may be a bit too safe and easy for some but I had a blast. The only downside is that it's about half the length of your average DkC with only four worlds. Still, what's here is all killer no filler so it's hard to complain!

Is it one of the best platformers on the SMS like some bloggers insist? Hell no. Not when there is Castle of Illusion, Alex Kidd and Sonic.

That being said, once you get used to the inertia based controls (I highly recommend playing decap attack first...it's far more forgiving and in my opinion better designed) there's a lot of fun to be had trying to stay on the upper paths in each round.

The other neat thing is that all the animals you can switch between handle a bit differently. The tiger is probably the most "normal" feeling of the bunch and I used him pretty often- he's much quicker to accelerate than the fox. The monkey is pretty slow but has the best jump of the game, meaning you can often recover from a fall and climb back up to the top (and much like sonic, more rewarding) path.

The biggest problem honestly wasn't the controls- it's not knowing where you might land should you drop down. For the first five worlds it wasn't too bad but six and seven were where the level designers got a bit lazy. It also would've been nice if you could keep your extra hit point with bosses because there's no checkpoints in any of the levels.

Fortunately, the game is also just forgiving enough. Levels aren't usually long and continuing puts you at the start of the level you were on as opposed to yeeting you back to the beginning of the world.

If you liked Decap Attack (which was made off the same engine) and want more of that but significantly harder...this is a good pick.

I just came here to say that it is, in fact, better than Mario Kart 64 and in almost every way.

Also, please do not make the same mistake I initially did with the boosting. You have to let go of accelerate just as you're rolling over the boost pad, and then lay off of it until the green smoke tapers off unless you want to cut the boost short. This one piece of information makes the game a lot more forgiving and is 100 percent essential to beating the game. If you do not know this and practice it during the four main worlds, Wizpig is basically impossible to beat.

The second best of the series in my opinion. While it doesn't have as much content or the challenge of new adventure island, it makes up for it by being a short and sweet take on the formula with a killer soundtrack. I go back and pop this one in if I want a game I can finish in a half an hour.

The superior version to me- a very rare (and ironic) backporting win. This version retains many of the same level themes from the Genesis original, but adds a pick/up throwing mechanic similar to the American SMB2 as well as better level design. There are plenty of secrets to find compared to Genesis Castle of Illusion as well as lucky stars that will permanently boost your health. There's a bit of lag when it comes to picking objects up, and it becomes perhaps a little too easy once you learn how to route the game to get the health upgrades ASAP (since you can also pick the order of the levels you play this time aronud) but it's still a blast through and through. I would consider this in the upper echelon of Master System platformers along with Alex Kidd in Miracle World and Alex Kidd in Shinobi World.

This game frequently makes top 10 lists for "Best Master System games" and I honest to god have no idea why. I completed this game last summer for RetroAchievements and it just doesn't hold a candle to the SMS Mickey Mouse games.

Yes, the game looks incredible and has a decent soundtrack, but that's where the positives kind of end. The control is, as other reviewers have mentioned, off and the few powerups you do get aren't exceptionally satisfying to use. Level design is incredibly straightforward, which isn't inherently a bad thing, but there is a metric ton of trial and error that only gets worse after the pyramid stage.

I guess if you're the kind of person who thinks better graphics make a better game, you'll consider this the best of the best on Sega's 8-bit warhorse. Just stick with Castle or Land of Illusion for your Disney fix on the platform.

I'm kind of surprised nobody has reviewed this yet.

Super Spy Hunter is an overhead racing/shooting hybrid from Sunsoft- the same company that brought us the visually impressive Batman and Gremlins 2 NES games around the same time that this released. To be expected, the soundtrack packs that Sunsoft flair and there are some neat effects to represent scaling in one particular stage that has you jumping off ramps to land on tracks that are "lower".

Game play wise, it's kind of a mixed bag. Realizing that your overall speed is relative to your position on screen in the car segments (with the level scrolling faster the further up you are) takes a while to get used to, as does the way your "options" work. Generally, the game does a good job of warning you when there's a turn or when you might need to stop and slow down to traverse more challenging obstacles. For instance, on stage one, you'll need to stop in order to drive along a row of shifting semi-trucks to avoid falling to your death. Once you get used to it, however, the game is a fun ride.

That is, until its back half.

Like almost every other game with a short run time from this era, the game goes from being moderately challenging to unforgiving and in this case it's as soon as you reach stage 5. While it should have been the most exciting and interesting stage of the six seeing as you go from a boat to a car to a whole ass plane, it's an absolute nightmare to play. The boat section is littered with insta-kill bombs, the power-up trucks never seem to give you what you need no matter how careful you are, and the game's "I can't believe it's not Raiden" moment is virtually impossible without full power-ups. Since the game operates by shm'up logic, you lose them upon death (which comes quickly with the insta-kill stuff and clunky boat controls). This stage alone is reason enough to not want to revisit the game after beating it this weekend.

Stage 6, fortunately, returns to what the game does best with overhead car sections but it is still brutally difficult thanks to the addition of the worst trope ever- a boss rush. You need to kill three bosses in a row, and two of them have insta-kill lasers on top of being absolute bullet sponges even if you're fully powered up. If it weren't for the fact that the game has unlimited continues, it would be on the same level as Battletoads.

I'd say it's worth demoing just to see the cool gimmicks presented in stages 1 to 4 at the very least, but it's far from the best game Sunsoft put out on the NES. I think it would be the perfect project for a ROM hacker (balancing patch) or a potential remaster seeing as Sunsoft is looking to make a comeback with upcoming games like Ufouria 2.

This is one of those super rare cases where I prefer the remaster more than the original. This is an update of the Genesis game, which was more or less a euroshmup featuring a military meets steampunk aesthetic. The visual overhaul is very comparable to some of the Natsume remakes of games like Pocky and Rocky Reshrined- I definitely appreciated the brighter color palate and better bullet visibility. Some of the slower portions of the Genesis game seem to have also been sped up a bit, which isn't a bad thing.

I'd recommend changing the default button settings (too easy to slip when trying to switch firing sides and accidentally bomb) and maybe turning the sound effects down as they are LOUD and kinda detract from the music. Speaking of which, while these remastered tunes aren't bad at all, I definitely do prefer the Genesis tracks.

Still, I had a lot more fun with this than I expected considering I felt like steel empire on the Genesis was simply okay. Definitely a good beginner game and even on hard this was an easy 1cc the first time I played.

It's essentially one step forward and one step back from the Genesis original. You no longer have to switch between free-shot or fixed since holding the shoulder button allows you to shoot and fire in the same direction which is a huge improvement. The visuals once again show that Treasure knew how to push sprite-based games to their absolute limit with the amount of scaling and rotation going on.

That being said, they decided to throw in one of the worst vehicle sections I have ever seen in the form of stage 2's helicopter. Thank god it is easy to exploit by simply staying to the right hand side of the screen because I didn't want to deal with the clanky, janky controls. They could have just recycled the shm'up bit from the original game (which was totally fine) and it would have been better. I also personally think Black's stage in this game is significantly more annoying as there are several sections in which it is very easy to get knocked into pits and get yeeted back to the lower half of the board. Not as bad as the helicopter section, but still pretty stupid.

Some here have said they didn't like the Flicky throwback section in the first proper stage. I actually quite enjoyed it and kinda wish there would have been more classic IP throwbacks sprinkled in.

The game is arguably shorter than the Genesis predecessor, which is to be expected. It is also, gripes about the infamous helicopter section and Black's casino aside, far easier. The final boss was kind of a joke- you can easily just use the fireball weapon and shoot up while tanking hits on normal and still win. It was also a lot of fun exploiting Orange on the second bout with him- you can literally just slide into him over and over and boom he's gone.

While I had a good time with the game, I wouldn't say it's as fully realized or polished as the original. Had they just focused on the run and gun gameplay with the improved controls, this could have been a masterpiece. A real case of missed potential here.

I definitely enjoy this game, but I'm going to have to say that Dynamite Headdy will never not be my favorite Treasure game. I think perhaps my biggest gripe after several playthroughs with both free and fixed shot types is how unbalanced the weapon system is. There are obvious winners and clear losers. On normal...once you realize how convenient and OP homing+laser is...there is almost no point in using anything else.

This is a a very cute single plane brawler with an aesthetic that reminds me quite a bit of Wonder Boy. That being said, it's very easy (as in I finished it on my first time through with a couple continues left and in perhaps 30 minutes) and the controls felt a little stiff. Not a bad time killer but not something I'm sure I'll come back to. For a game released in 1994, I feel like this could've been quite a bit more fleshed out and engaging.

It's as straightforward and basic as a beat 'em up can get, and while I would've no doubt been pissed if I ever paid full price for it back then (as it was also sold after its time as a freebie with the Genesis), it's not a bad time killer once you figure out where the wolves spawn and have 15 minutes to spare. It's also one of few games I've beaten completely drunk off my ass in the morning (night shifters rejoice).

I suppose it also helps that I have a bit of nostalgia for the game, even if I'm not a boomer. When I was 7 years old in 2003, someone in the family got me one of those Jakks Pacific plug and plays with this game on it. I was legitimately terrified of the first boss and his semi-realistic human face...so much so that I didn't bother revisiting the game until years later in high school.

Another game with seemingly no reviews...how about that?

So for those who are unaware, this is the original version of what would become Decap Attack in the USA- a game which I am a very big fan of. I'll be writing this with the assumption that you're familiar with that game- it's a cult classic in the Genesis library and enough content creators have covered it.

Magical Hat retains most of the level layouts from Decap, although there are a few slight variations here and there. The primary difference in gameplay is that there is no longer a health system. This game retains the same rules as Vic Tokai's other inertia based platformer, Psycho Fox. One hit and you're dead- unless you happen to have this weird little egg guy on your back that can also be tossed.

At first glance, that might make this one seem like "Decap Attack- Hard Mode" and in a lot of ways that is true. However, it is very easy to rack up 1ups in this game due to the totally-not-phallic springs you can bounce on giving you a 1-up each time you land on them. In Decap Attack, these same springs would just give you health. In addition, power-ups are more abundant and you're able to play a lottery game after each stage instead of at the end of each world.

There are also some exclusive powerups as well. You can transform into a submarine, a helicopter or (best of all) a gorilla mech that annihilates the bosses. Unless you happened to have a lot of the fireball shooting potions in Decap Attack, you had to fight the bosses proper. Not so much here.

I felt this version really fell short in the sound department. Decap Attack has a pretty good OST that truly has that "Genesis" sound going on. Everything here felt super generic and forgettable in comparison.

While not a bad time, I'd consider this the weaker of the two games in an ironic twist of fate (Japan usually has the better stuff it would seem). The one-hit deaths made for some trial and error even having experience with Decap Attack and the bland music was a knock against it as well. Still, it was worth playing through just to shoot the heck out of the last boss as the gorilla. (He even looks just as he did in Decap Attack!)

A note about playing this game on an Everdrive- the character sprites seem to cut off at certain points on the Mega Retron HD, even with the system switched to Japanese mode via the switch on the bottom.

The best of the classic Shinobis , bar none. Although the janky double jump from the previous installment persists, almost everything else has been improved for the better. Running, wall jumping and the dive kick are incredibly satisfying to use. Although levels are super linear this time around, there are a few added nooks and crannies to seek out. The bosses here are unforgettable- the highlight being a monster that attacks you from the background for a stage before finally rearing its ugly face in a one on one at the end of the round.

Perhaps the biggest improvement here from Revenge is how the final stage is handled. In Revenge, you're up against a crappy looping "pick-a-door" scenario. Even after replaying that game many times, I still find it to be kind of stupid. Here, you're in for a platforming gauntlet that tests all of your skills that caps off with an intense climb to the top of a tower before you're crushed. I absolutely loved it and look forward to it every time I revisit this game.

Oh yeah...and the music is also peak Genesis. I'm not sure if I'd say it's better than Revenge of Shinobi's tracks, but they are definitely on the same level at least.